Here is an overview of the Bretonnian's Knightly
Virtues.
The Three Basic Virtues:
Knight's Virtue (5pts):
The knight's virtue makes you immune
to panic caused by commoners. Only other knights can panic those
noble souls with this virtue. Beware though. Your knights can
still be panicked by any other unit of knights. This means that
you should spread your weaker knight units so that they don't
panic one another. Keep a safe distance between your Knights Errant
and your Knights of the Realm. If you forget to do so, you might
see the whole lot of them rushing off the board like a keystone
cop episode.
Questing Virtue(10pts): Immune to panic. Period.
Definitely superior to the Knight's virtue, but only usable on
Questing Knights and assorted characters (which you are usually
better off giving the Grail Virtue.) Still, Questing Knights are
so nice, why leave home without them?
Grail Virtue (15pts): The cream of the three basic
virtues. It makes the character immune to all forms of psychology.
Essential for SO many things. Charging dragons, fighting undead,
etc. Just remember, you ain't break test proof. You can still
be forced to flee. You can still be run off the board or mowed
down. Plus, if you try to give hatred to someone with the Grail
virtue, it just won't take hold. Hatred is a psychology rule,
after all, and there is no special dispensation given so that
you can use it and ignore the other rules.
The Rest of the Virtues:
Virtue of Discipline (10pts):
A re-roll for the unit's leadership rolls. Considering that
with the general within 12" that's a 9 or 10, you're looking
at good odds that these guys aren't running anywhere. Good against
those dang break tests, not to mention the various assorted and
sundry spells that hit you with a leadership test.
Virtue of the Joust (15pts): Automatically hit
with all attacks when charging with a lance. Definitely a cute
virtue. Combined with the Star Lance (60pts. +3 ST when charging,
no armour saves), it can be quite ugly. Even without it, I have
had some success in killing plenty of models with that all important
charge. The only thing I can't stand is that you start to rely
too heavily on a single tactic, which makes you predictable, and
thus, easily defeatable. If you don't get the charge off with
this guy, you just wasted 15pts for nothing.
Virtue of Purity(15pts): Look at this one as a
cheap amulet of fire. It gives a natural dispel of 4+ to the knight
and his unit. Nearly the same as the amulet, but 10pts cheaper
because the Lady of the Lake is such a fine woman, and it also
works more than once per turn.
Virtue of Noble Disdain (15pts): Knight hates all
missile-wielding troops and war machines. Not too shabby for 15pts.
So, tests on a Leadership of 10 for break tests against those
guys, and re-rolls any missed to-hit rolls in the first round
of combat. Of course, they MUST pursue hated enemies who flee,
but hey, them's the breaks. Might not be a bad idea if you're
going up against lots of war engines to stick this on one or two
of your knight heroes. Remember, this doesn't help Grail Knights
any.
Virtue of Knightly Temper (25pts): Every original
attack that hits grants an additional attack (but only against
ONE foe.) You can get up to double the number of attacks your
knight has in a challenge, or against a single mini. Great for
attacking enemy generals, or even multi-wound RnF. Just remember
to slap something on this guy to help him avoid all the backwash
from those black amulets everyone seems to have.
Virtue of the Impetuous Knight(25pts) Knight and
his unit add d6" to their movement when charging. Roll before
you move. This can be a beautiful thing when you need to get in
that charge against the Boarboyz, but they've taken up a defensive
stance, and want you to move in close enough for them to charge
you instead. Slap this puppy on your knight, and VROOM, watch
the nitro hay you feed those horses take effect. You (hopefully,
remember that you must declare the charge, THEN roll the dice.)
get the benefits of charging, and your opponent doesn't. Plus,
perhaps more importantly, you have an added element of surprise
to your attack. Although, with all the teleport unit spells around,
I won't say that your opponent might not be expecting it.
Virtue of Valour: (25pts) When facing an enemy
with a higher ST than himself, the knight gets to re-roll failed
to-hit rolls. Typically given to a hero out to slay demons, dragons,
generals, etc. I would combine this virtue with some sort of bonus
to-hit modifier, like the banner of might or something. If I
were playing in a tournament, I might even go so far as to hand
this guy the Executioner's Axe. After all, re-rolled attacks
means you have better odds of getting the magic 6. What a Bretonnian
Knight is doing with such a foul weapon is beyond me, however,
I'm just pointing out that it could be done.
Virtue of Knightly Ardour (30pts) Unit responds
to a charge by countercharging. You are guaranteed to always get
your charging bonus the first round of combat unless your troops
are paralyzed, or you are stupid. The only way they can avoid
this virtue is to hit you from the side or rear. This is pretty
cool no matter which way you slice it. An excellent choice for
any of your knightly heroes. I wouldn't bother putting it on
a lone mini though. There are better virtues for individuals
to take.
Virtue of Devotion(50pts): The knight is immune
to magic. It simply doesn't exist for him. Do I really need to
point out the usefulness in this? I mean, come on. "Oh look,
one of those Purple Suns of Xereus spells. I believe I'll charge
straight through it at that twerpy wizard." HACK. MAIM.
Remember how I was saying that there are better virtues for individuals
to take? Well, this is the grandaddy of them.
So, as you can see, the Bretonnian knights have some interesting
strategies that they can play around with in the virtues. And
remember, just say no to special characters. Build your own instead,
it's so much more fun to crush your foes without bending the rules.
(C) copyright Alex Blake - Games Workshop Realm '98